def processInitialSelection(self): selection = cmds.ls(selection=True) setupContents = [] geometry = self.findGeometry(selection) characterContainer = turbineUtils.getCharacterInfo()[1] characterName = turbineUtils.getCharacterInfo()[0] # exportName will define the name of the export node and can also be used # for the namespace the export node resides in setupNode = turbineUtils.getCharacterInfo()[3] # Use the joint class to identify the joints in the scene import tsapi.core.maya.joint as joint reload(joint) joint = joint.joint() #ignoreBones = joint.GetGameJointInfo()[2] gameJoints = joint.GetGameJointInfo()[0] geoNode = ("Geometry") if geometry == None: cmds.headsUpMessage( "please select the geometry you wish to attach to the specified blueprint joint." ) else: self.doSkin(geometry, gameJoints, geoNode, setupNode) return (geometry, characterContainer, characterName, gameJoints, geoNode, setupNode)
def __init__(self): """ Get the ArtPath """ self.paths = {} self.characterName = 'Character__tmp' # Use the character name to determine the name of the setup node try: self.characterName = turbineUtils.getCharacterInfo()[0] self.characterPrefix = turbineUtils.getCharacterInfo()[2] self.exportPrefix = self.characterPrefix.replace('Character__', 'Export__') except: pass self.paths = {} """ Set the path to the animLib """ self.paths['animLib'] = (self.artPath + "/character/GEPPETTO/Animation/animLib/") self.paths['userRigSetting'] = (self.artPath + "/character/GEPPETTO/Data/UserSettings/") self.paths['characters'] = (self.artPath + "character/") self.paths['charPath'] = (self.artPath + '/character/' + self.characterName) self.paths['animationPath'] = (self.paths['charPath'] + '/animation/') self.paths['setupPath'] = (self.paths['charPath'] + '/rig/setup/') self.paths['rigPath'] = (self.paths['charPath'] + '/rig/') self.paths['exportPath'] = (self.paths['charPath'] + '/export/') self.paths['ragdollPath'] = (self.paths['charPath'] + '/ragdoll/') #self.paths['setupPath'] = (self.charPath + '/setup/' + self.characterName) self.paths['wipPath'] = (self.paths['rigPath'] + '/wip/') self.paths['rigDir'] = (self.artPath + "/character/GEPPETTO/Rig/") self.paths['jointInfo'] = (self.artPath + "/character/GEPPETTO/Data/Character/")
def processInitialSelection(self): selection = cmds.ls(selection=True) setupContents = [] geometry = self.findGeometry(selection) characterContainer = turbineUtils.getCharacterInfo()[1] characterName = turbineUtils.getCharacterInfo()[0] # exportName will define the name of the export node and can also be used # for the namespace the export node resides in setupNode = turbineUtils.getCharacterInfo()[3] # Use the joint class to identify the joints in the scene import System.jointUtils as jntUtils joint = jntUtils.gameJoint_Utils() gameJoints = joint.getGameJoints() geoNode = ("Geometry") if geometry == None: cmds.headsUpMessage("please select the geometry you wish to attach to the specified blueprint joint.") else: self.doSkin(geometry, gameJoints, geoNode, setupNode) return (geometry, characterContainer, characterName, gameJoints, geoNode, setupNode)
def __init__(self): print 'init batch tools' self.characterName = turbineUtils.getCharacterInfo()[0] self.characterPrefix = turbineUtils.getCharacterInfo()[2] import System.directoryExtension as dirExt dirExt = dirExt.DirectoryExtension() self.animDir = dirExt.paths['animLib']
def doSkin(self, geometry, gameJoints, geoNode, setupNode): # Set the namespace to the export namespace characterName = turbineUtils.getCharacterInfo()[0] exportName = turbineUtils.getCharacterInfo()[3] cmds.namespace(set=":") # Create a geometry container if cmds.objExists(geoNode): print "Geo node exists" else: geoGrp = cmds.group(n=geoNode, empty=True) cmds.lockNode(setupNode, lock=False, lockUnpublished=False) for geo in geometry: cmds.select(d=True) import maya.mel as mel cmds.select(gameJoints, geo) skinClust = cmds.skinCluster(gameJoints, geo, tsb=True, maximumInfluences=2, omi=True, rui=False, sm=0, normalizeWeights=1, n=geo + "_skinCluster") try: cmds.parent(geo, geoNode) except: pass try: cmds.container(setupNode, edit=True, addNode=geoGrp, inc=True, ihb=True, it=True, ish=True, isd=True) except: pass cmds.lockNode(setupNode, lock=True, lockUnpublished=True) # Set the namespace back to default cmds.namespace(set=":")
def __init__(self): """ Initialize class and variables """ # Use the character name to determine the name of the setup node self.characterName = turbineUtils.getCharacterInfo()[0] self.characterPrefix = turbineUtils.getCharacterInfo()[2] self.exportPrefix = self.characterPrefix.replace('Character__', 'Export__') self.dirExt = dirExt.DirectoryExtension() """ Define the character_container """ self.characterContainer = (self.characterPrefix + ':character_container') """ Define the export_container """ self.exportContainer = (self.exportPrefix + ':Setup')
def __init__(self): self.containers = {} try: self.characterName = turbineUtils.getCharacterInfo()[0] self.characterPrefix = turbineUtils.getCharacterInfo()[2] self.exportPrefix = self.characterPrefix.replace('Character__', 'Export__') except: pass """ Run all the functions to collect the container names """ self.characterContainers() self.blueprintContainers() self.animationModContainers() self.allContainers() print self.containers['characterContainer']
def __init__(self): self.containers = {} try: self.characterName = turbineUtils.getCharacterInfo()[0] self.characterPrefix = turbineUtils.getCharacterInfo()[2] self.exportPrefix = self.characterPrefix.replace( 'Character__', 'Export__') except: pass """ Run all the functions to collect the container names """ self.characterContainers() self.blueprintContainers() self.animationModContainers() self.allContainers() print self.containers['characterContainer']
def doSkin(self, geometry, gameJoints, geoNode, setupNode): # Set the namespace to the export namespace characterName = turbineUtils.getCharacterInfo()[0] exportName = turbineUtils.getCharacterInfo()[3] cmds.namespace(set=":") # Create a geometry container if cmds.objExists(geoNode): print "Geo node exists" else: geoGrp = cmds.group(n=geoNode, empty=True) cmds.setAttr("Geometry.overrideEnabled", 1) cmds.lockNode(setupNode, lock=False, lockUnpublished=False) try: """ Publish the displayType attribute to the setup container """ cmds.container(setupNode, edit=True, publishAndBind=["Geometry.overrideDisplayType", "GeoDisplay"]) except: print 'Attribute exists' for geo in geometry: cmds.select(d=True) import maya.mel as mel cmds.select(gameJoints, geo) """ I need to find out if the skin cluster exists. If so, index the name +1""" skinClusterName = (geo+"_skinCluster") skinClust = cmds.skinCluster(gameJoints, geo, tsb=True, maximumInfluences=4, omi=True, rui=False, sm=0, normalizeWeights=1, n=skinClusterName) try: cmds.parent(geo, geoNode) except: pass try: cmds.container(setupNode, edit=True, addNode=geoGrp, inc=True, ihb=True, it=True, ish=True, isd=True) except: pass #cmds.lockNode(setupNode, lock=True, lockUnpublished=True) # Set the namespace back to default cmds.namespace(set=":")
def editModeToggle(self, *args): setupNode = turbineUtils.getCharacterInfo()[3] labelVal = cmds.button(self.UIElements["editBtn"], q=True, l=True ) if labelVal == "Edit Mode On": cmds.button(self.UIElements["editBtn"], edit=True, l="Edit Mode Off" ) cmds.lockNode(setupNode, lock=True, lockUnpublished=True) else: cmds.button(self.UIElements["editBtn"], edit=True, l="Edit Mode On" ) cmds.lockNode(setupNode, lock=False, lockUnpublished=False)
def editModeToggle(self, *args): setupNode = turbineUtils.getCharacterInfo()[3] labelVal = cmds.button(self.UIElements["editBtn"], q=True, l=True) if labelVal == "Edit Mode On": cmds.button(self.UIElements["editBtn"], edit=True, l="Edit Mode Off") cmds.lockNode(setupNode, lock=True, lockUnpublished=True) else: cmds.button(self.UIElements["editBtn"], edit=True, l="Edit Mode On") cmds.lockNode(setupNode, lock=False, lockUnpublished=False)
def findAnimContainers(): # Get the character name frome turbineUtils fullCharName = turbineUtils.getCharacterInfo()[2] # Find the root character container characterContainer = (fullCharName + ":character_container") cmds.select(characterContainer) # Get all the module_containers allContainers = [] containerNodes = cmds.container(characterContainer, q=True, nl=True) for container in containerNodes: selContainer = container.encode("ascii","ignore") suffix = "module_container" result = selContainer.endswith(suffix) if result == True: allContainers.append(selContainer) return allContainers
def findAnimContainers(): # Get the character name frome turbineUtils fullCharName = turbineUtils.getCharacterInfo()[2] # Find the root character container characterContainer = (fullCharName + ":character_container") cmds.select(characterContainer) # Get all the module_containers allContainers = [] containerNodes = cmds.container(characterContainer, q=True, nl=True) for container in containerNodes: selContainer = container.encode("ascii", "ignore") suffix = "module_container" result = selContainer.endswith(suffix) if result == True: allContainers.append(selContainer) return allContainers
def setupInstallProc(self, characterName): # Return the directory names from setupDirs projectDirs = turbineUtils.setupDirs(characterName, create=False) setupDir = projectDirs[1] xmlDir = projectDirs[2] rigDir = projectDirs[3] characterFileName = projectDirs[5] xmlFileName = projectDirs[7] selItem = cmds.textScrollList( self.SaveTemplateUIElements["characterList"], q=True, si=True) setupFileName = (setupDir + selItem[0] + ".ma") # use turbineUtils to find out the namespaces. fullCharName = turbineUtils.getCharacterInfo()[2] characterNamespace = fullCharName exportNamespace = fullCharName.replace("Character", "Export") try: cmds.namespace(add=exportNamespace) except: pass characterNameString = (characterNamespace + ":") # Unlock characterContainer = (characterNamespace + ":character_container") cmds.lockNode(characterContainer, lock=False, lockUnpublished=False) """ Check to see if a setup container already exists.""" """If a setup_grp exists, delete it.""" setupContainer = turbineUtils.getCharacterInfo()[3] # Delete the contents of the setup container if cmds.objExists(setupContainer): cmds.select(setupContainer) cmds.lockNode(lock=False, lu=False) setupNodes = cmds.container(setupContainer, q=True, nl=True) cmds.delete(setupNodes) # Import the setup # If the setup file exists on disk, import it. Else we should build the setup if cmds.file(setupFileName, q=True, ex=True): cmds.file(setupFileName, i=True) #Setup_grp vis to 0 cmds.setAttr("Setup_grp.visibility", 0) """ Create the setup container if it does not exist """ if cmds.objExists(setupContainer): pass else: cmds.container(n=setupContainer) """ Add the setup and geometry groups to the setup container """ cmds.container(setupContainer, edit=True, addNode="Setup_grp", ihb=True, force=True) try: cmds.container(setupContainer, edit=True, addNode="Geometry", ihb=True, force=True) except: pass constraints = turbineUtils.parentToBlueprint(xmlFileName, characterNameString) parentConstraints = constraints[0] scaleConstraints = constraints[1] """ Add the game_joint_parentConstraints to the Setup container """ for constraint in parentConstraints: cmds.container(setupContainer, edit=True, addNode=constraint, ihb=True, force=True) for constraint in scaleConstraints: cmds.container(setupContainer, edit=True, addNode=constraint, ihb=True, force=True) # Use turbineUtils to set bone marking and holding locations. turbineUtils.boneMarking() holdLocs = turbineUtils.loadHoldLocs() # add holding locs to the setup container cmds.container(setupContainer, edit=True, addNode=holdLocs, inc=True, ihb=True, includeNetwork=True, force=True) cmds.namespace(set=":") cmds.lockNode(characterContainer, lock=True, lockUnpublished=True) cmds.lockNode(setupContainer, lock=True, lockUnpublished=True) cmds.deleteUI(self.SaveTemplateUIElements["window"]) # Get the user name and inform the user currentUser = getUser() niceName = (currentUser)[1] cmds.headsUpMessage(self.characterName + " has been installed " + niceName) return (characterContainer, setupContainer)
def doSkin(self, geometry, gameJoints, geoNode, setupNode): # Set the namespace to the export namespace characterName = turbineUtils.getCharacterInfo()[0] exportName = turbineUtils.getCharacterInfo()[3] cmds.namespace(set=":") # Create a geometry container if cmds.objExists(geoNode): print "Geo node exists" else: geoGrp = cmds.group(n=geoNode, empty=True) cmds.setAttr("Geometry.overrideEnabled", 1) cmds.lockNode(setupNode, lock=False, lockUnpublished=False) try: """ Publish the displayType attribute to the setup container """ cmds.container( setupNode, edit=True, publishAndBind=["Geometry.overrideDisplayType", "GeoDisplay"]) except: print 'Attribute exists' for geo in geometry: cmds.select(d=True) import maya.mel as mel cmds.select(gameJoints, geo) """ I need to find out if the skin cluster exists. If so, index the name +1""" skinClusterName = (geo + "_skinCluster") skinClust = cmds.skinCluster(gameJoints, geo, tsb=True, maximumInfluences=4, omi=True, rui=False, sm=0, normalizeWeights=1, n=skinClusterName) try: cmds.parent(geo, geoNode) except: pass try: cmds.container(setupNode, edit=True, addNode=geoGrp, inc=True, ihb=True, it=True, ish=True, isd=True) except: pass #cmds.lockNode(setupNode, lock=True, lockUnpublished=True) # Set the namespace back to default cmds.namespace(set=":")
def __init__(self): self.characterName = turbineUtils.getCharacterInfo()[0] self.fullCharName = turbineUtils.getCharacterInfo()[2]
def __init__(self): self.characterName = turbineUtils.getCharacterInfo()[0] self.fullCharName = turbineUtils.getCharacterInfo()[2]
def __init__(self): """ Initialize class and variables """ # Use the character name to determine the name of the setup node self.characterName = turbineUtils.getCharacterInfo()[0] self.fullCharName = turbineUtils.getCharacterInfo()[2]